Game information generation method and device, storage medium and electronic equipment
By monitoring and sending important event messages while the game is running in the cloud, the problem of users not being able to keep track of the game's progress is solved, improving human-computer interaction efficiency and user experience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- MIGU INTERACTIVE ENTERTAINMENT CO LTD
- Filing Date
- 2025-12-23
- Publication Date
- 2026-05-12
AI Technical Summary
Users cannot track the game progress while playing cloud games, and need to repeatedly enter or exit the game, resulting in low human-computer interaction efficiency and affecting the user experience.
While the game is in idle mode, monitor game events, determine the message sending method based on the importance of the event, and send game messages to the user to synchronize the process.
It improves the efficiency of human-computer interaction during idle gameplay, reduces the number of times the game needs to be re-entered, and enhances the user experience.
Smart Images

Figure CN122006255A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of cloud gaming technology, and in particular to a method, apparatus, storage medium and electronic device for generating game information. Background Technology
[0002] Cloud gaming is a new gaming model that runs games on remote servers and streams real-time video and audio to user terminals over a network, while user actions are instantly transmitted back to the server.
[0003] Currently, users need to rely on physical devices to AFK (away from keyboard) games on their computers. However, using this method, users cannot monitor the game progress during the AFK process and often need to repeatedly enter and exit the game, resulting in low human-computer interaction efficiency and affecting the user experience. Summary of the Invention
[0004] In view of this, this application provides a game information generation method, device, storage medium and electronic device, the main purpose of which is to improve the technical problem that users cannot understand the game progress during the AFK process, and often need to repeatedly enter the game, end or start the AFK process multiple times, resulting in low human-computer interaction efficiency and affecting the user experience.
[0005] Firstly, this application provides a method for generating game information, including: In response to the user updating the status of the target game to an idle state in the cloud computer, the game data of the target game before entering the idle state is obtained; In the idle state, game events in the target game are monitored based on the game data; Upon detecting that the target game triggers a target event that meets the importance criteria, the target message sending method corresponding to the target event is determined based on the target event type. The game message corresponding to the target event is sent to the user according to the target message sending method.
[0006] Secondly, this application provides a game information generation device, comprising: The acquisition module is configured to acquire game data of the target game before it entered the idle state in response to a user updating the state of the target game to an idle state in the cloud computer; The monitoring module is configured to monitor game events in the target game based on the game data during the idle state; The determination module is configured to, upon detecting that the target game triggers a target event that meets the importance criteria, determine the target message sending method corresponding to the target event based on the target event type corresponding to the target event; The sending module is configured to send the game message corresponding to the target event to the user in accordance with the target message sending method.
[0007] Thirdly, this application provides a computer-readable storage medium having a computer program stored thereon, which, when executed by a processor, implements the game information generation method described in the first aspect.
[0008] Fourthly, this application provides an electronic device, including a storage medium, a processor, and a computer program stored on the storage medium and executable on the processor, wherein the processor executes the computer program to implement the game information generation method described in the first aspect.
[0009] Fifthly, this application provides a computer program product, which includes a computer program that, when executed by a processor, implements the game information generation method described in the first aspect.
[0010] By employing the above technical solutions, this application provides a game information generation method, apparatus, storage medium, and electronic device, comprising: responding to a user updating the state of a target game to an idle state in a cloud computer, acquiring game data of the target game before entering the idle state; monitoring game events in the target game based on the game data in the idle state; upon detecting that the target game has triggered a target event that meets the importance criteria, determining the target message sending method corresponding to the target event based on the target event type; and sending the game message corresponding to the target event to the user according to the target message sending method. Compared with the existing technology, this application can monitor events triggered in the game based on game data in the idle state, and when an event that meets the importance criteria is detected, determine the method of sending the event to the user based on the event type, and then send the target event to the user according to the determined method. This allows this application to synchronize the game progress with the user by sending game information, thereby enabling the user to determine whether to end the idle state based on the received game message during the idle process, avoiding situations where users need to repeatedly enter the game to end or start the idle state multiple times, improving human-computer interaction efficiency and enhancing the user experience. Attached Figure Description
[0011] The accompanying drawings, which are incorporated in and form part of this specification, illustrate embodiments consistent with this application and, together with the description, serve to explain the principles of this application.
[0012] To more clearly illustrate the technical solutions in the embodiments of this application or the prior art, the drawings used in the description of the embodiments or the prior art will be briefly introduced below. Obviously, for those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0013] Figure 1 A flowchart illustrating a game information generation method provided in an embodiment of this application is shown; Figure 2 A flowchart illustrating a game information generation method provided in an embodiment of this application is shown; Figure 3 A schematic diagram illustrating an example provided in an embodiment of this application is shown; Figure 4 A schematic diagram illustrating an example provided in an embodiment of this application is shown; Figure 5 A schematic diagram illustrating an example provided in an embodiment of this application is shown; Figure 6 This illustration shows a structural diagram of an example provided in an embodiment of this application; Figure 7 This illustration shows a schematic diagram of the structure of a game information generation device provided in an embodiment of this application; Figure 8 A schematic diagram of the structure of an electronic device provided in an embodiment of this application is shown. Detailed Implementation
[0014] The embodiments of this application will now be described in more detail with reference to the accompanying drawings. It should be noted that, unless otherwise specified, the embodiments and features described herein can be combined with each other.
[0015] To address the technical issue of existing technologies where users cannot monitor game progress while AFK (away from keyboard) and often need to repeatedly enter and exit the game, resulting in low human-computer interaction efficiency and a negative user experience, this embodiment provides a game information generation method, such as... Figure 1 As shown, the method includes: Step 101: In response to the user updating the target game's status to AFK status in the cloud computer, obtain the game data of the target game before entering AFK status.
[0016] In this application embodiment, a cloud PC is a technical service that provides a complete personal computer system (including CPU, GPU, memory, storage, operating system, and applications). Users can remotely access this cloud-based computer from any terminal device (mobile phone, tablet, desktop computer, laptop, etc.) via a network (such as 4G / 5G, broadband) and obtain a user experience almost identical to that of a local high-performance host.
[0017] In some examples, the cloud computer in this application embodiment can be a computer in a cloud internet cafe. A cloud internet cafe (Cloud Internet Cafe / Cloud Gaming Cafe) is a new type of internet cafe operation model based on cloud computing and remote desktop technology. It centralizes the computing, storage and game running capabilities of each computer in a traditional internet cafe to a cloud server. Users can access their dedicated cloud computer via video streaming through local terminals (such as mobile phones, tablets, desktop computers, laptops, etc.) to achieve a high-performance gaming and application experience.
[0018] In this embodiment, the target game can be a game that the user is playing through a cloud computer in a cloud internet cafe. For example, if the user is playing game 1 through a cloud computer in a cloud internet cafe, then game 1 can be the target game in this embodiment. If the user is playing game 2 through a cloud computer in a cloud internet cafe, then game 2 can be the target game in this embodiment, and so on. No further examples will be given here.
[0019] In this embodiment of the application, the idle state in the cloud internet cafe can be an idle running state in which the cloud virtual machine or game instance is started but has no active operation in the cloud internet cafe platform. This state can be set by the user (such as idle experience farming).
[0020] In some examples, game data can be the runtime data of the target game; for instance, game data can include, but is not limited to, the target game's configuration data, the target game's progress data, the state data of game elements in the target game, and so on.
[0021] As an alternative approach, if a user is playing game 1 through a cloud computer in a cloud internet cafe, then game 1 can be the target game in this application embodiment. In response to the user updating the state of game 1 to an idle state in the cloud computer, the game data 1 before game 1 enters the idle state is obtained.
[0022] As an alternative approach, if a user is playing Game 2 through a cloud computer in a cloud internet cafe, then Game 2 can be the target game in this application embodiment. In response to the user updating the state of Game 2 to an idle state in the cloud computer, the game data 2 before Game 2 entered the idle state is obtained.
[0023] Step 102: Monitor game events in the target game based on game data while the game is in idle state.
[0024] In this application embodiment, the game event can be a game event generated in the target game; for example, the game event can include, but is not limited to, plot events, item generation events, quest events, etc. triggered in the target game.
[0025] It should be noted that, in this embodiment of the application, game data can be used to monitor game events triggered by the target game in the AFK state. For example, if a user is playing game 1 through a cloud computer in a cloud internet cafe, then game 1 can be the target game in this embodiment of the application. In response to the user updating the state of game 1 to AFK state in the cloud computer, game data 1 before game 1 enters the AFK state is obtained. Thus, when the user updates the state of the game to AFK state, game events triggered by game 1 in the AFK state can be monitored through game data 1.
[0026] As an alternative approach, if a user is playing Game 2 through a cloud computer in a cloud internet cafe, then Game 2 can be the target game in this application embodiment. In response to the user updating the state of Game 2 to an idle state in the cloud computer, the game data 2 before Game 2 enters the idle state is obtained. Thus, when the user updates the state of the game to an idle state, the game events triggered by Game 2 in the idle state can be monitored through the game data 2.
[0027] Step 103: Upon detecting a target event in the target game that meets the importance criteria, determine the target message sending method corresponding to the target event based on the target event type.
[0028] In this embodiment of the application, the importance condition can be used to evaluate whether the target game has reached the level of importance that requires prompting the user. For example, if event 1 meets the importance condition, it is determined that a prompt needs to be made to the user based on event 1; if event 2 does not meet the importance condition, it is determined that a prompt does not need to be made to the user based on event 2, and so on. No further examples will be given here.
[0029] In some examples, different event types may correspond to different message sending methods, which may include, but are not limited to, message sending path, message sending time, message sending frequency, etc.
[0030] As an alternative approach, if a user is playing game 1 on a cloud computer in a cloud internet cafe, then game 1 can be the target game in this application embodiment. In response to the user updating the state of game 1 to an idle state on the cloud computer, game data 1 before game 1 enters the idle state is obtained. Then, when the user updates the game state to an idle state, game events triggered by game 1 in the idle state can be monitored through game data 1. If event 1 triggered in game 1 meets the importance condition, it can be determined that a prompt needs to be given to the user based on event 1. Then, the target message sending method 1 for sending event 1 can be determined based on the event type corresponding to event 1.
[0031] As an alternative approach, if a user is playing Game 2 on a cloud computer in a cloud internet cafe, then Game 2 can be the target game in this application embodiment. In response to the user updating the state of Game 2 to an idle state on the cloud computer, the game data 2 before entering the idle state of Game 2 is obtained. Then, when the user updates the game state to an idle state, the game events triggered by Game 2 in the idle state can be monitored through the game data 2. If the event 2 triggered in Game 2 meets the importance condition, it can be determined that a prompt needs to be given to the user based on event 2. Then, the target message sending method 2 for sending event 2 can be determined based on the event type corresponding to event 2.
[0032] Step 104: Send the game message corresponding to the target event to the user according to the target message sending method.
[0033] Furthermore, after determining the target message sending method, the game message corresponding to the target event can be sent to the user according to the target message sending method.
[0034] As an alternative approach, if a user is playing Game 1 on a cloud computer in a cloud internet cafe, then Game 1 can be the target game in this application embodiment. In response to the user updating the state of Game 1 to an idle state on the cloud computer, the game data 1 before Game 1 entered the idle state is obtained. Then, when the user updates the game state to an idle state, the game events triggered by Game 1 in the idle state can be monitored through the game data 1. If the event 1 triggered in Game 1 meets the importance condition, it can be determined that a prompt needs to be given to the user based on event 1. Then, the target message sending method 1 for sending event 1 can be determined based on the event type corresponding to event 1. Then, the game message 1 corresponding to event 1 can be sent to the user according to the target message sending method 1.
[0035] As an alternative approach, if a user is playing Game 2 on a cloud computer in a cloud internet cafe, then Game 2 can be the target game in this application embodiment. In response to the user updating the state of Game 2 to an idle state on the cloud computer, the game data 2 before entering the idle state of Game 2 is obtained. Then, when the user updates the game state to an idle state, the game events triggered by Game 2 in the idle state can be monitored through the game data 2. If the event 2 triggered in Game 2 meets the importance condition, it can be determined that a prompt needs to be given to the user based on event 2. Then, the target message sending method 2 for sending event 2 can be determined based on the event type corresponding to event 2. Then, the game message 2 corresponding to event 2 can be sent to the user according to the target message sending method 2.
[0036] Compared with existing technologies, this embodiment can monitor events triggered in the game based on game data during idle mode. When an event that meets the importance criteria is detected, the method of sending the event to the user is determined according to the event type. The target event is then sent to the user according to the determined method. This embodiment can synchronize the game progress with the user by sending game information. As a result, the user can determine whether to end the idle mode based on the received game messages during the idle process, avoiding the situation where the user needs to repeatedly enter the game to end or start the idle mode multiple times. This improves the efficiency of human-computer interaction and enhances the user experience.
[0037] As a refinement and extension of the above embodiments, before executing "when a target game triggers a target event that meets the importance condition, and determines the target message sending method corresponding to the target event based on the target event type," this implementation may employ the following methods, but is not limited to them, such as... Figure 2 As shown, the method includes: Step 201: In response to the detection of a target event triggered by the target game, determine at least one candidate game behavior and at least one candidate game plot corresponding to the target game.
[0038] In the embodiments of this application, candidate game behaviors can be game events that may occur in the target game; for example, candidate game behaviors can include, but are not limited to, combat behaviors, exploration behaviors, task completion behaviors, etc.; candidate game plots can include, but are not limited to, boss battle plots, rare item drop plots, special task trigger plots, etc.
[0039] Step 202: Determine the first trigger information corresponding to at least one candidate game behavior and the second trigger information corresponding to at least one target game plot in the target event.
[0040] For example, when candidate game behaviors include combat behaviors, the number of times a combat behavior is triggered (B) can be determined using Formula 1, which is shown below: (Formula 1) In Formula 1, b i This indicates the triggering of the i-th combat action.
[0041] For example, when the candidate game behavior includes exploration behavior, the number of times the exploration behavior is triggered, E, can be determined using Formula 2, as shown below: (Formula 2) In Formula 2, e j This indicates the triggering of the j-th exploration action.
[0042] For example, when candidate game behaviors include task completion behaviors, the number of times the task completion behavior is triggered, T, can be determined using Formula 3, as shown below: (Formula 3) In Formula 3, t k This indicates the triggering of the action upon completion of the k-th task.
[0043] In some examples, where the candidate game storyline includes a boss battle, variable B can be set. t This indicates the triggering of the Boss battle event; the event occurs when the player enters the Boss battle area. t =1, otherwise B t =0.
[0044] In some examples, where the candidate game storyline includes a rare item drop event, a variable R can be set to represent the rarity rating of the rare item drop. When R is greater than or equal to R... kv In such cases, it is recorded as a critical event.
[0045] In some examples, where the candidate game storyline includes a special mission trigger event, a variable S can be set to represent the triggering of the special mission. S=1 when the player meets a specific condition C, and S=0 otherwise.
[0046] Step 203: Based on the first trigger information and the second trigger information, determine the target game behavior and target game plot triggered in the target event from at least one candidate game behavior.
[0047] In this embodiment of the application, the target game behavior and the target game plot triggered in the target event can be determined from at least one candidate game behavior based on the first trigger information and the second trigger information. For example, if at least one candidate game behavior may include combat behavior, exploration behavior, and task completion behavior, the target game behavior can be determined from combat behavior, exploration behavior, and task completion behavior. If at least one candidate game plot may include boss battle plot, rare item drop plot, and special task trigger plot, the target game plot can be determined from boss battle plot, rare item drop plot, and special task trigger plot.
[0048] Step 204: Evaluate the importance of the target event based on the target game behavior and the target game plot, and obtain the importance data corresponding to the target event.
[0049] Optionally, when performing the task of "evaluating the importance of a target event based on the target game behavior and the target game storyline to obtain the importance data corresponding to the target event", this implementation may adopt the following methods, but not limited to them, including: determining the event intensity data corresponding to the target event based on the behavior type corresponding to the target game behavior and the storyline type corresponding to the target game storyline; performing emotion recognition on the target game storyline to obtain the emotion information corresponding to the target game storyline; determining the operation frequency data corresponding to the target game behavior; and evaluating the importance of the target event based on the event intensity data, emotion information, operation frequency data, and idle time in the idle state to obtain the importance data corresponding to the target event.
[0050] For example, based on the above example, an importance score I can be defined for each key event using Formula 4, which is shown below: (Formula 4) In Formula 4, a, b, and c represent the weight coefficients of the corresponding events.
[0051] As an optional method, users can also customize their ratings and set variables I. u This represents the user-defined event importance score, and is determined using Formula 5, which is shown below: (Formula 5) In Formula 5, u1, u2, and u3 are user-defined weight coefficients.
[0052] As an alternative approach, embodiments of this application may also determine the intensity value B of a key event. Specifically, a quantitative model may be constructed based on the type of in-game event (such as BOSS spawn / resource contention), the number of participating players, and the value of the event reward.
[0053] As an optional approach, embodiments of this application can also determine the emotion fluctuation index E. Specifically, it can be calculated using Formula Six through voice emotion recognition (α coefficient) and operation frequency change (β coefficient), as shown below: E = 0.6α + 0.4β (Formula 6) As an alternative approach, this application embodiment can also determine the hang-up duration attenuation factor T using Formula 7, which is shown below: T = T_base × (1 + γ × VIP level) (Formula 7) In Formula 7, γ represents the rank coefficient.
[0054] As an alternative approach, this application embodiment can also determine the dynamic triggering mechanism through Formula 8, which is shown below: (Formula 8) In Formula 8, θ is a dynamic threshold, and a strong reminder is triggered when Formula 8 is satisfied.
[0055] It should be noted that the embodiments of this application may introduce an LSTM neural network to predict the optimal triggering time, and the training data includes historical player response latency, event completion rate, etc.
[0056] Optionally, when performing the action of "determining the target message sending method corresponding to the target event based on the target event type when a target game triggers a target event that meets the importance condition", this implementation may adopt the following methods, but not limited to them, including: determining the target event type corresponding to the target event in response to the importance data corresponding to the target event being greater than or equal to the importance threshold; and determining the target message sending method corresponding to the target event based on the target event type.
[0057] In some examples, if the target event type is an emergency event, the target message can be sent every 5 minutes via app push notifications, SMS, and phone calls to remind the user to cancel the AFK and return to the game, with a maximum of three notifications.
[0058] In some examples, if the target event type is an important event, the target message can be sent every 10 minutes via APP message reminder and MMS screenshot to remind the user to cancel the AFK and return to the game, with a maximum of two notifications.
[0059] In some examples, if the target event type is another ordinary event, the target message can be sent by reminding the user to cancel the AFK mode and return to the game via an app message.
[0060] It should be noted that message notifications dynamically select Content Delivery Network (CDN) nodes based on the deployment location of edge nodes to ensure that message arrival latency is less than a certain latency threshold (e.g., 200ms).
[0061] As an alternative approach, this application embodiment can also construct the time decay function using Formula Nine, which is shown below: (Formula 9) It should be noted that the embodiments of this application may introduce a sliding time window mechanism, for example, updating the frequency parameter every 15 minutes to avoid high-frequency disturbances. The edge node caches the user's three most recent response times and uses an exponential smoothing method to predict the next optimal push interval.
[0062] Optionally, after executing "sending the game message corresponding to the target event to the user according to the target message sending method", this implementation may adopt the following methods, but not limited to them, including: obtaining the user's click rate data and response rate data for the game message; and updating the target message sending method based on the click rate data and response rate data.
[0063] As an alternative approach, embodiments of this application may also employ mechanical energy feedback analysis; for example, a variable F may be set. b This represents user feedback, expressed using Formula 10, which measures the click-through rate (C) of the pushed content. r The response rate Rr is used for calculation, as shown in Formula 10 below: (Formula 10) In Formula 10, g and h represent weighting coefficients.
[0064] As an optional approach, the embodiments of this application can also be customized, and the inflow can be based on F. b The values are dynamically adjusted to optimize the push strategy by dynamically adjusting the weight coefficients of a, b, c and u1, u2, u3.
[0065] For example, embodiments of this application can use a multimodal feedback analysis model for feedback analysis. For instance, a feedback coefficient matrix can be constructed using Formula 11, which is shown below: R_feedback = w1 × CTR + w2 × CR + w3 × TTR (Formula Eleven) In Formula 11, CTR represents click-through rate, CR represents conversion rate, TTR represents response time rate, and wi represents dynamic weight.
[0066] For example, the embodiments of this application may use a dynamic weight transfer algorithm. Specifically, an automatic adjustment rule for weight coefficients (w1, w2, w3) may be established based on the user's historical behavior pattern. When the system detects that the user is in the novice guidance period, the TTR weight is automatically increased to 0.6; when the user enters a highly active state, the CR weight gains more than 0.5.
[0067] As an optional approach, this application embodiment can also establish an adaptive adjustment mechanism and design a dual-loop control architecture: inner loop: update the similarity threshold of the pushed content every hour, and use the cosine similarity algorithm to match changes in user interests. For example, when the similarity of three consecutive pushes is detected to be >0.85, the diversity protection mechanism is automatically triggered; outer loop: evaluate the effect of the strategy every day and verify the effectiveness of the parameters through A / B testing.
[0068] Optionally, this implementation may also employ the following methods, but not limited to: identifying at least one terminal device associated with the user; in response to the user establishing a connection with the cloud computer through a target terminal device among the at least one terminal device, authenticating the user; in response to the user authenticating, executing the user's operation instructions for the target game, the operation instructions being used to control game elements in the target game, or to control the target game to enter an idle state, or to control the target game to exit an idle state.
[0069] It should be noted that this application embodiment can employ cloud computing technology to store the user's AFK status and game instance on a cloud server, rather than a traditional local device. Users can connect to the cloud server anytime, anywhere using different devices to remotely perform AFK and unAFK operations; specifically, a novel AFK password system based on AI facial recognition and human posture recognition can be introduced. When a user sets up AFK, the system records the user's facial features and specific action characteristics. When canceling AFK, the system will use AI technology to perform facial recognition and specific action verification to ensure that only the user can cancel AFK and continue playing the game.
[0070] In some examples, such as Figure 3 As shown, users can access the cloud internet cafe platform and submit registration information. For example, users can upload facial photos and record videos of specific actions. The system uses encryption algorithms to encrypt the uploaded facial photos and action videos and stores them in an isolated area of the cloud server to ensure data security.
[0071] In some examples, such as Figure 4As shown, users can also select the AFK option in the game interface. The system will pop up a login dialog box, where users can enter their account information and verify their identity. The system provides multiple identity verification methods, including password, SMS verification code, or biometrics such as fingerprint or facial recognition. Users can also upload their game status, which includes game progress, character status, equipment information, etc. The system uses data compression technology for uploading.
[0072] In some examples, once a user's AFK request is accepted, the system locks the user's game instance to prevent interference or access from other users or system processes. The locking state includes prohibiting write operations to game data, ensuring the user's game progress and status remain unchanged during AFK. After receiving the user's game status, the cloud server performs data integrity verification to ensure the accuracy of the uploaded data. The cloud server uses a distributed storage system to store the user's game data in multiple physical locations. The system regularly backs up the user's game data to prevent data loss or corruption. To reduce the load on the cloud server and improve response speed, the system deploys edge computing nodes in densely populated user areas. Edge nodes are responsible for handling some data and requests, such as user authentication, status verification, and initial game data processing. Edge nodes maintain real-time synchronization with the cloud server to ensure data consistency and integrity.
[0073] As an optional approach, such as Figure 5 As shown, during the process of a user canceling auto-play, the cloud desktop system enables the user to receive game push notifications on different devices (e.g., mobile phones). The system can identify and manage the status of all associated devices of the user (such as online, idle, etc.), and intelligently select one or more devices to push messages based on the user's settings preferences and device status.
[0074] For example, the system collects information about all of a user's associated devices, including device type, current network connection status, battery level, and the user's past selection history. Weights are defined for different device attributes; for instance, network connection quality may be more important than battery level. These weights reflect user preferences and the suitability of the device for receiving messages. Factors such as device type, the user's historical selection preferences, the device's network connection quality, and the user's geographical location are considered to ensure that messages are delivered efficiently and accurately.
[0075] As an optional method, push notifications include game event information and predefined operation commands. Users can reply to the message to perform specific in-game actions, such as resuming AFK mode, attacking, or using skills.
[0076] As an optional approach, such as Figure 6As shown, a cloud gaming interface is designed to receive external operation commands from different communication channels. A message parsing module identifies and extracts operation commands sent by the user via SMS or other push notifications.
[0077] It should be noted that, to ensure operational security, user authentication is performed before executing SMS commands, including one-time passwords and biometric information matching. When a user performs a specific action, such as nodding, blinking, or other body movements during recording, the system analyzes the characteristics of these actions and matches them with stored video footage of the actions as an additional authentication step. After successful authentication, the system synchronizes the user's commands from the user's terminal to the cloud server so that the corresponding game operations can be executed in the cloud.
[0078] In related technologies, traditional internet cafes typically rely on physical equipment, with users playing games on fixed computers within the cafe. When users leave their computers running in the background, they usually need to return to the original device to end the AFK state, which limits user flexibility; because users must enter their passwords on public devices, this can lead to password leaks. Lacking personalized verification methods, traditional keyboard passwords are easily cracked or forgotten.
[0079] It should be noted that, by introducing edge computing technology and combining it with AI-driven role recognition and security verification mechanisms, this invention achieves cross-device auto-play, personalized auto-play password verification, and optimized data processing at edge nodes. It also provides real-time reminders to users based on game content and player interests, prompting them to return to the game. Users can remotely end the auto-play operation on any terminal device, achieving seamless game continuation and reducing service latency.
[0080] It should be noted that this application embodiment removes the restriction that users must return to the original device to end the AFK state, simplifying the process and improving operational flexibility and efficiency. An edge node deployment step is added to the AFK operation process, reducing service latency through edge computing technology and providing faster AFK and unlocking services, thereby significantly improving the user experience. Biometric and behavioral analysis dimensions are added to the AFK password verification mechanism, improving verification accuracy and security and reducing the risk of password leakage. By analyzing players' historical game behavior and preferences in real time, intelligent matching and push of game event reminders highly relevant to players' interests enhances user experience and increases game engagement. Users can remotely manage and end the AFK operation on any terminal device, further enhancing user convenience and game immersion.
[0081] Compared with existing technologies, this embodiment can monitor events triggered in the game based on game data during idle mode. When an event that meets the importance criteria is detected, the method of sending the event to the user is determined according to the event type. The target event is then sent to the user according to the determined method. This embodiment can synchronize the game progress with the user by sending game information. As a result, the user can determine whether to end the idle mode based on the received game messages during the idle process, avoiding the situation where the user needs to repeatedly enter the game to end or start the idle mode multiple times. This improves the efficiency of human-computer interaction and enhances the user experience.
[0082] Furthermore, as Figure 1 and Figure 2 The specific implementation of the method shown in this embodiment provides a game information generation device, such as... Figure 7 As shown, the device includes: an acquisition module 31, a monitoring module 32, a determination module 33, and a transmission module 34.
[0083] The acquisition module 31 is configured to acquire game data of the target game before it enters the idle state in response to the user updating the state of the target game to idle state in the cloud computer; Monitoring module 32 is configured to monitor game events in the target game based on the game data during the idle state; The determination module 33 is configured to determine the target message sending method corresponding to the target event based on the target event type when the target game triggers a target event that meets the importance condition. The sending module 34 is configured to send the game message corresponding to the target event to the user in accordance with the target message sending method.
[0084] In some examples of this embodiment, the determining module 33 is further configured to, in response to detecting that the target game triggers a target event, determine at least one candidate game behavior and at least one candidate game plot corresponding to the target game; determine first triggering information corresponding to the at least one candidate game behavior and second triggering information corresponding to the at least one target game plot in the target event; determine the target game behavior and target game plot triggered in the target event from the at least one candidate game behavior based on the first triggering information and the second triggering information; and perform an event importance assessment on the target event based on the target game behavior and the target game plot to obtain importance data corresponding to the target event.
[0085] In some examples of this embodiment, the determining module 33 is specifically configured to: determine the event intensity data corresponding to the target event based on the behavior type corresponding to the target game behavior and the plot type corresponding to the target game plot; perform emotion recognition on the target game plot to obtain the emotion information corresponding to the target game plot; determine the operation frequency data corresponding to the target game behavior; and evaluate the event importance of the target event based on the event intensity data, the emotion information, the operation frequency data, and the idle time in the idle state to obtain the importance data corresponding to the target event.
[0086] In some examples of this embodiment, the determining module 33 is specifically configured to determine the target event type corresponding to the target event in response to the importance data corresponding to the target event being greater than or equal to the importance threshold; and to determine the target message sending method corresponding to the target event based on the target event type.
[0087] In some examples of this embodiment, the sending module 34 is specifically configured to acquire the user's click-through rate data and response rate data for the game message; and update the target message sending method based on the click-through rate data and the response rate data.
[0088] In some examples of this embodiment, the determining module 33 is further configured to determine at least one terminal device associated with the user; in response to the user establishing a connection with the cloud computer through a target terminal device among the at least one terminal device, to authenticate the user; in response to the user authenticating, to execute the user's operation instructions for the target game, the operation instructions being used to control game elements in the target game, or to control the target game to enter an idle state, or to control the target game to exit an idle state.
[0089] It should be noted that other corresponding descriptions of the functional units involved in the game information generation device provided in this embodiment can be found in [reference needed]. Figure 1 and Figure 2 The corresponding description in [the document] will not be repeated here.
[0090] Based on the above, Figure 1 and Figure 2 Accordingly, this embodiment also provides a computer-readable storage medium having a computer program stored thereon, which, when executed by a processor, implements the above-described method. Figure 1 and Figure 2 The method shown.
[0091] Based on this understanding, the technical solution of this application can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (such as CD-ROM, USB flash drive, mobile hard drive, etc.) and includes several instructions to cause a computer device (such as personal computer, server, or network device, etc.) to execute the methods of various implementation scenarios of this application.
[0092] like Figure 8 The diagram shown is a hardware structure schematic of an electronic device according to the present invention, comprising: At least one processor 401; and, A memory 402 is communicatively connected to at least one of the processors 401; wherein, The memory 402 stores instructions that can be executed by at least one of the processors to enable at least one of the processors to perform the game information generation method as described above.
[0093] Figure 8 Take a processor 401 as an example.
[0094] The electronic device may also include an input device 403 and a display device 404.
[0095] The processor 401, memory 402, input device 403, and display device 404 can be connected via a bus or other means. Figure 8 Taking the example of a connection between China and Israel via a bus.
[0096] Memory 402, as a non-volatile computer-readable storage medium, can be used to store non-volatile software programs, non-volatile computer-executable programs, and modules, such as the program instructions / modules corresponding to the game information generation method in this application embodiment, for example, Figure 1 and Figure 2 The method flow is shown. The processor 401 executes various functional applications and data processing by running non-volatile software programs, instructions, and modules stored in the memory 402, thereby realizing the game information generation method in the above embodiment.
[0097] The memory 402 may include a program storage area and a data storage area. The program storage area may store the operating system and applications required for at least one function; the data storage area may store data created according to the use of the game information generation method, etc. Furthermore, the memory 402 may include high-speed random access memory and may also include non-volatile memory, such as at least one disk storage device, flash memory device, or other non-volatile solid-state storage device. In some embodiments, the memory 402 may optionally include memory remotely located relative to the processor 401, and these remote memories can be connected via a network to the apparatus performing the game information generation method. Examples of such networks include, but are not limited to, the Internet, corporate intranets, local area networks, mobile communication networks, and combinations thereof.
[0098] Input device 403 can receive user clicks and generate signal inputs related to user settings and function controls for game information generation methods. Display device 404 may include display devices such as a display screen.
[0099] When one or more modules are stored in the memory 402, and are run by one or more processors 401, the game information generation method in any of the above method embodiments is executed.
[0100] Optionally, the aforementioned physical devices may also include a user interface, a network interface, a camera, radio frequency (RF) circuitry, sensors, audio circuitry, a Wi-Fi module, etc. The user interface may include a display screen, input units such as a keyboard, etc., and optional user interfaces may also include USB interfaces, card reader interfaces, etc. The network interface may optionally include standard wired interfaces, wireless interfaces (such as Wi-Fi interfaces), etc.
[0101] Those skilled in the art will understand that the physical device structure provided in this embodiment does not constitute a limitation on the physical device, and may include more or fewer components, or combine certain components, or have different component arrangements.
[0102] The storage medium may also include an operating system and a network communication module. The operating system is a program that manages the hardware and software resources of the aforementioned physical device, supporting the operation of information processing programs and other software and / or programs. The network communication module is used to enable communication between the various components within the storage medium, as well as communication with other hardware and software in the information processing physical device.
[0103] Through the above description of the embodiments, those skilled in the art can clearly understand that this application can be implemented using software plus necessary general-purpose hardware platforms, or it can be implemented using hardware. By applying the solution of this embodiment, compared with the existing technology, this embodiment can monitor events triggered in the game based on game data during idle mode, and when an event that meets the importance condition is detected, determine the method of sending the event to the user according to the type of the event, and then send the target event to the user according to the determined method. This embodiment can synchronize the game progress with the user by sending game information, so that the user can determine whether to end the idle mode based on the received game messages during the idle process, avoiding the situation where the user needs to repeatedly enter the game to end or start the idle mode multiple times, improving human-computer interaction efficiency and enhancing the user experience.
[0104] It should be noted that, in this document, relational terms such as "first" and "second" are used merely to distinguish one entity or operation from another, and do not necessarily require or imply any such actual relationship or order between these entities or operations. Furthermore, the terms "comprising," "including," or any other variations thereof are intended to cover non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements includes not only those elements but also other elements not expressly listed, or elements inherent to such a process, method, article, or apparatus. Without further limitations, an element defined by the phrase "comprising one..." does not exclude the presence of other identical elements in the process, method, article, or apparatus that includes said element.
[0105] The above description is merely a specific embodiment of this application, enabling those skilled in the art to understand or implement this application. Various modifications to these embodiments will be readily apparent to those skilled in the art, and the general principles defined herein may be implemented in other embodiments without departing from the spirit or scope of this application. Therefore, this application is not to be limited to the embodiments described herein, but is to be accorded the widest scope consistent with the principles and novel features claimed herein.
Claims
1. A method for generating game information, characterized in that, include: In response to the user updating the status of the target game to an idle state in the cloud computer, the game data of the target game before entering the idle state is obtained; In the idle state, game events in the target game are monitored based on the game data; Upon detecting that the target game triggers a target event that meets the importance criteria, the target message sending method corresponding to the target event is determined based on the target event type. The game message corresponding to the target event is sent to the user according to the target message sending method.
2. The method according to claim 1, characterized in that, Before detecting that the target game has triggered a target event that meets the importance criteria, and determining the target message sending method corresponding to the target event based on the target event type, the method further includes: In response to detecting that the target game has triggered a target event, at least one candidate game behavior and at least one candidate game plot are determined for the target game; Determine the first trigger information corresponding to at least one candidate game behavior and the second trigger information corresponding to at least one target game plot in the target event; Based on the first triggering information and the second triggering information, determine the target game behavior and target game plot triggered in the target event from the at least one candidate game behavior; The importance of the target event is assessed based on the target game behavior and the target game plot, and the importance data corresponding to the target event is obtained.
3. The method according to claim 2, characterized in that, The process of assessing the importance of the target event based on the target game behavior and the target game storyline to obtain the importance data corresponding to the target event includes: Based on the behavior type corresponding to the target game behavior and the plot type corresponding to the target game plot, determine the event intensity data corresponding to the target event; Emotion recognition is performed on the target game plot to obtain the emotional information corresponding to the target game plot; Determine the operation frequency data corresponding to the target game behavior; Based on the event intensity data, the emotional information, the operation frequency data, and the idle time in the idle state, the importance of the target event is assessed to obtain the importance data corresponding to the target event.
4. The method according to claim 2, characterized in that, The step of detecting a target event in the target game that meets the importance criteria, and determining the target message sending method corresponding to the target event based on the target event type, includes: In response to the importance data corresponding to the target event being greater than or equal to an importance threshold, the target event type corresponding to the target event is determined; The target message sending method corresponding to the target event is determined based on the target event type.
5. The method according to claim 1, characterized in that, After sending the game message corresponding to the target event to the user according to the target message sending method, the method further includes: Obtain the click-through rate and response rate data of the user for the game message; The target message sending method is updated based on the click-through rate data and the response rate data.
6. The method according to claim 1, characterized in that, The method further includes: Identify at least one terminal device associated with the user; In response to the user establishing a connection with the cloud computer through a target terminal device in at least one of the terminal devices, the user is authenticated. In response to the user's authentication, the system executes the user's operation instructions for the target game. These instructions are used to control game elements in the target game, or to control the target game to enter an idle state, or to control the target game to exit an idle state.
7. A game information generation device, characterized in that, include: The acquisition module is configured to acquire game data of the target game before it entered the idle state in response to a user updating the state of the target game to an idle state in the cloud computer; The monitoring module is configured to monitor game events in the target game based on the game data during the idle state; The determination module is configured to, upon detecting that the target game triggers a target event that meets the importance criteria, determine the target message sending method corresponding to the target event based on the target event type corresponding to the target event; The sending module is configured to send the game message corresponding to the target event to the user in accordance with the target message sending method.
8. A computer-readable storage medium having a computer program stored thereon, characterized in that, When the computer program is executed by a processor, it implements the method of any one of claims 1 to 6.
9. An electronic device, comprising a storage medium, a processor, and a computer program stored on the storage medium and executable on the processor, characterized in that, When the processor executes the computer program, it implements the method of any one of claims 1 to 6.
10. A computer program product, the computer program product comprising a computer program, characterized in that, When the computer program is executed by a processor, it implements the method as described in any one of claims 1 to 6.